Ricochet Level Creation/Bouncer: Difference between revisions
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Then, create a brush with the same dimensions, but with the height of 8 units, and put it above the brush you made before. Cover it with <code>AAATRIGGER</code> texture, and make it <code>[[trigger_push]]</code> entity with speed of push being 0. | Then, create a brush with the same dimensions, but with the height of 8 units, and put it above the brush you made before. Cover it with <code>AAATRIGGER</code> texture, and make it <code>[[trigger_push]]</code> entity with speed of push being 0. | ||
After doing that, select both brushes and turn them 15-45° vertically while holding down {{Key|Shift}}. | After doing that, select both brushes and turn them 15-45° vertically while holding down {{Key|Shift}}. Do '''not''' rotate the textures. | ||
After all, you should get something like in this picture: | After all, you should get something like in this picture: |
Revision as of 08:12, 2 April 2012
This tutorial explains creation of one of Ricochet gameplay elements, the bouncer.
First, create a 16 units tall, 8 units thick long brush. Place it 32 units above a pad.
Apply TRIM_YELLOW1
texture to its horizontal sides, with Y scale being 0.5, and STRIP1A
to the vertical sides, 7.5 or 10 times stretched by Y axis.
Then, create a brush with the same dimensions, but with the height of 8 units, and put it above the brush you made before. Cover it with AAATRIGGER
texture, and make it trigger_push
entity with speed of push being 0.
After doing that, select both brushes and turn them 15-45° vertically while holding down ⇧ Shift. Do not rotate the textures.
After all, you should get something like in this picture:

Bouncer. Download this map.